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How Quickly is C&C Catching on?
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<blockquote data-quote="gideon_thorne" data-source="post: 1973416" data-attributes="member: 17896"><p>I've been keeping track of this Q&A thread and finally have time to answer a point or two myself.</p><p></p><p>Mostly this center's around the idea of a 'complete' game. Which, naturally, is an entirely subjective opinion so there is no 'right' answer.</p><p></p><p>But a discussion my dad and I were having this evening pointed out the simple fact that the PHB' is quite efficiently complete for a game if you really dont need monsters. Not that monsters wont come out later but when your dealing with begining characters one doesnt always have to go tearing off to the nearest dungeon and go duke it out with the nearest goblin.</p><p></p><p>The adventures of characters just begining and gathering together in a town or city can provide months of entertainment.</p><p></p><p>Some simple adventure hooks.</p><p></p><p>Small town, human raiders of the local barbarian tribe come in and abscond with the mayors daughter.</p><p></p><p>Slavers waylay some poor suckers on the road and somehow various characters get involved and try and free said slaves. Hell, some of the characters could be captured slaves themselves.</p><p></p><p>The endless things one can do with pirate adventures.</p><p></p><p>Run a thief adventure.</p><p></p><p>Run a fighter/mercenary story</p><p></p><p>Run a mage school</p><p></p><p>Dark things happen in the clerics cloister.</p><p></p><p>All kinds of possibilities are contained in one 128 page book.</p><p></p><p>The phb is an 'essentials' book. Its not neccessarily best described as a 'complete' game. But a game for tinkerers, a game for professionals, a series of rules that can be used as 'building blocks' for further complexity. A solid frame work, a foundation. These terms are accurate.</p><p></p><p>There is no need to bicker over who's got the better mouse trap. Although I know as well as anyone that gamers love to discourse over quite a diverse array of mechanical fine points. Said discussions being one thing that drives such a simple soul as myself more buggy than usual. *chuckles*</p><p></p><p>I guess success of the game is going to be entirely defined by what one expects? A large company wants major returns, millions of copies sold and all that. And while that would be just lovely for TLG, methinks tens of thousands of each of the books sold would make the relatively smaller number of staff quite happy. Its all a matter of perspective.</p><p></p><p>X amount of book sales are going to be sufficient to put a haste spell on the legs this game already has. Revenue generated out of that will be more than sufficient to get better advertizing and an over all ever improvement in quality.</p><p></p><p>Its all one step at a time though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Peter</p></blockquote><p></p>
[QUOTE="gideon_thorne, post: 1973416, member: 17896"] I've been keeping track of this Q&A thread and finally have time to answer a point or two myself. Mostly this center's around the idea of a 'complete' game. Which, naturally, is an entirely subjective opinion so there is no 'right' answer. But a discussion my dad and I were having this evening pointed out the simple fact that the PHB' is quite efficiently complete for a game if you really dont need monsters. Not that monsters wont come out later but when your dealing with begining characters one doesnt always have to go tearing off to the nearest dungeon and go duke it out with the nearest goblin. The adventures of characters just begining and gathering together in a town or city can provide months of entertainment. Some simple adventure hooks. Small town, human raiders of the local barbarian tribe come in and abscond with the mayors daughter. Slavers waylay some poor suckers on the road and somehow various characters get involved and try and free said slaves. Hell, some of the characters could be captured slaves themselves. The endless things one can do with pirate adventures. Run a thief adventure. Run a fighter/mercenary story Run a mage school Dark things happen in the clerics cloister. All kinds of possibilities are contained in one 128 page book. The phb is an 'essentials' book. Its not neccessarily best described as a 'complete' game. But a game for tinkerers, a game for professionals, a series of rules that can be used as 'building blocks' for further complexity. A solid frame work, a foundation. These terms are accurate. There is no need to bicker over who's got the better mouse trap. Although I know as well as anyone that gamers love to discourse over quite a diverse array of mechanical fine points. Said discussions being one thing that drives such a simple soul as myself more buggy than usual. *chuckles* I guess success of the game is going to be entirely defined by what one expects? A large company wants major returns, millions of copies sold and all that. And while that would be just lovely for TLG, methinks tens of thousands of each of the books sold would make the relatively smaller number of staff quite happy. Its all a matter of perspective. X amount of book sales are going to be sufficient to put a haste spell on the legs this game already has. Revenue generated out of that will be more than sufficient to get better advertizing and an over all ever improvement in quality. Its all one step at a time though. :) Peter [/QUOTE]
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